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[Aegis] Missile balance package

First post First post First post
Author
Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#461 - 2015-06-28 00:45:58 UTC
Skir Skor wrote:
The FOF missiles are in a really bad spot atm . Any chance of some love?

https://www.youtube.com/watch?v=3Z9_N1ugYSE

https://www.youtube.com/watch?v=rL4Z5GM92Qg


I propose making them baseline somehow, would really help, especially if you are flying a battleship.

Baseline as in a ship gets a module to defend itself.
elitatwo
Zansha Expansion
#462 - 2015-06-28 00:51:15 UTC
The question that everyone is asking themselves now would be 'can I bring a Drake now or what?'

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Arthur Aihaken
CODE.d
#463 - 2015-06-28 11:09:04 UTC  |  Edited by: Arthur Aihaken
The new values on MGCs and MGEs for missile velocity and flight time are fine; the new values for explosion radius and velocity need to revert to the old (original) values. Don't like the new icons (they're too big).

I am currently away, traveling through time and will be returning last week.

Caleb Seremshur
Commando Guri
Guristas Pirates
#464 - 2015-06-28 15:04:11 UTC
My experience with these mods against sleepers in c3's sees 1x t2 computer + 1x painter result in nearly double the base damage being shot downfield over unbonused missiles. I used to run double painters but I'd still say these do make an appreciable difference with -19% sigR and +19% eV making heavies at least much more competent at dismissing the small and medium targets.

For things like golems I'd expect you to still want painters, for things like typhoon then it might be computers all the way due to a native bonus being pushed further not to mention a missileTC being like 60% of the effectiveness of a painter + being a free flare rig at the same time.
SFM Hobb3s
Perkone
Caldari State
#465 - 2015-06-28 15:44:48 UTC
CCP Rise wrote:
Hello

Small update for you on the new modules.

First of all, the first build that went to sisi with the new modules has several incomplete pieces, one of which was the absence of stacking penalties on the explosion radius and explosion velocity bonus for new modules. That should be fixed in the newest build.

Second of all, after some really great feedback from you guys (and from the CSM) we are going to tune the initial numbers for these modules down a bit from what was proposed in the OP. There's a few problems with the numbers proposed originally but at the end of the day it would have meant Missile Guidance Modules were substantially stronger than their tracking counterparts (around 50% stronger for the enhancer and around 33% stronger for the computer).

I'm going to just update the OP with the new numbers and you guys can let me know what you think. If you notice any other problems or bugs on sisi be sure to point them out.

Thanks for all the feedback so far!


Ouch. Not cool. You should really put it back. This is like giving us the bowl but not putting in any porridge Rise. I came here for fixed missiles, and left wanting.
Soldarius
Dreddit
Test Alliance Please Ignore
#466 - 2015-06-28 18:32:04 UTC  |  Edited by: Soldarius
stoicfaux wrote:
Kadesh Priestess wrote:
t2 flare is better than t1 rigor unless target is extremely small for missile type, scrammed and highly immobile.

Let me generalize/simplify the point that Kadesh Priestess is trying to make:
* If you have one normal web on a target with no prop mod, then the first part of missile formula (MF1) will probably be dominant.
* If the target has an AB, then you'll need three normal webs, or a 90% web, to get MF1 to be dominant.
* If the target has an MWD, then you'll need two 90% webs to get MF1 to apply. However, at that point, both parts of the missile formula will be over 100%, at which point the 0th part of the formula is dominant, i.e. max(1, ...)

If you can reliably land enough webs to get MF1 to apply, then fit for Explosion Radius. If, not, then feel free to fit that Flare II over a Rigor I.


75% TPs (bonused TP + Warfare Link II + Mindlink) are a variable for another day.




99.98% increase to sigRad. with heat, on a 10%/level ship such as the Hyena or Golem. TPs are stacking penalized btw. And because its a multiplier, unless said ship is either already naturally large (BS/cap/supercap) or has MWD running TPs will do little. 199% of almost nothing is still almost nothing. In other words, target painting a scrammed frigate is utterly useless.

Speaking of useless, I see the MGC range bonuses list in the OP are down to 5.5% now. I was hoping these might find a place on something like the Sacrilege. But with such a small bonus I'm not seeing it.

Current max range on faction heavy missiles is 62.9km. This increases to 77.5km (62.9*1.11*1.11) using a scripted MGC II with the current stats. For the record, we started at 9.5% flight time and velocity.

Missiles are not turrets. You cannot slap the same bonuses on the module and expect to get the same increase in performance either mathematically or perceptually.

In the case of missiles, you are not increasing damage at longer ranges by increasing range. All you're doing is allowing for dps to be applied at all. In addition, increasing range on cruise missiles won't do much because they have extremely long range to begin with. Most of the time the limiting factor is locking range, which requires a sensor booster.

Short range missiles will gain almost nothing from a mere 23% increase in range. You can afford to be generous here. 23% range is honestly not very much, especially when you are using HAMs, torps, or rockets.

41% was a bit much. 23% is too little. So I suggest bringing the missile velocity and flight time bonuses back up to 7.5%. Scripted, this will result in a 15% per category increase, and thus a 32.25% total increase; a shade under a third more range. This is the exact same bonus granted by using 2 range rigs, one each of Rocket Fuel Cache Partition, and Hydraulic Bay Thrusters. I would find this to be useful in most cases.

There is precedent to this value. 2 missile dps rigs (1 each of Bay Loading Accelerator and Warhead Calefaction Catalyst), give the same dps increase as a single Ballistic Control System II.

I think the original application bonuses were fine. But for argument's sake, guess what the application rig bonuses are? 15%. The current values on the MGC will give 15% when scripted. So I think that value is a fair and useful value. It should stay.

http://youtu.be/YVkUvmDQ3HY

Zekora Rally
U2EZ
#467 - 2015-06-28 21:09:29 UTC
stoicfaux wrote:
Hakaari Inkuran wrote:
I will trust kadesh's statements over stoic's on this matter, until ccp proves otherwise by rise coming in to explain the code magic he did to make sure comps and tes will ignore rigs when deciding if they're second or fourth in the stacking penalty line. Anyway, its looking like barely anything will change for missile ships except having to spend another slot just to stay where they currently stand.

I concur and eagerly look forward to CCP Rise's statement on the matter. Otherwise, Plan B[1]...


[1] Which is start a mega whine thread about getting my missile skills refunded.


Does your spreadsheet take into account the new values?
stoicfaux
#468 - 2015-06-28 22:27:38 UTC
Zekora Rally wrote:
stoicfaux wrote:
Hakaari Inkuran wrote:
I will trust kadesh's statements over stoic's on this matter, until ccp proves otherwise by rise coming in to explain the code magic he did to make sure comps and tes will ignore rigs when deciding if they're second or fourth in the stacking penalty line. Anyway, its looking like barely anything will change for missile ships except having to spend another slot just to stay where they currently stand.

I concur and eagerly look forward to CCP Rise's statement on the matter. Otherwise, Plan B[1]...


[1] Which is start a mega whine thread about getting my missile skills refunded.


Does your spreadsheet take into account the new values?

I've got a new one (completely new format) in the works.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

elitatwo
Zansha Expansion
#469 - 2015-06-28 23:03:12 UTC
stoicfaux wrote:
...I've got a new one (completely new format) in the works.


You are awesome!

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

GreyGryphon
The Spartains
#470 - 2015-06-29 01:08:07 UTC
I have no idea how you can use a comparison between two modules for completely different weapon systems and come to the conclusion that one of them needs a change. I agree that the range bonuses needed to be toned down, but that should come from an analysis of the weapon system itself (at least give that as the reason). I would have liked to see the application statistics go through, but I was just curious what might have happened. Regardless, I think the whole weapon system needs a drastic change.
Zola Kado
Caldari Provisions
Caldari State
#471 - 2015-06-29 10:00:01 UTC
Please change Golem bonus from

10% bonus to Target Painter effectiveness

to

5 or 7,5% bonus to Cruise Missile and Torpedo explosion radius

Like other marauder weapon bonuses.
Kadesh Priestess
Descendance.
GoonSwarm.
#472 - 2015-06-29 11:14:12 UTC
Soldarius wrote:
There is precedent to this value. 2 missile dps rigs (1 each of Bay Loading Accelerator and Warhead Calefaction Catalyst), give the same dps increase as a single Ballistic Control System II. Guess what that value is? 15% per rig.
t1 rigs are 10% and you can't fit 2 t2. Also 2 t2 would be much stronger than single BCS.
Arthur Aihaken
CODE.d
#473 - 2015-06-29 11:31:54 UTC
Zola Kado wrote:
Please change Golem bonus from...

Get a Navy Raven...

I am currently away, traveling through time and will be returning last week.

elitatwo
Zansha Expansion
#474 - 2015-06-29 11:35:35 UTC
Zola Kado wrote:
Please change Golem bonus from

10% bonus to Target Painter effectiveness

to

5 or 7,5% bonus to Cruise Missile and Torpedo explosion radius

Like other marauder weapon bonuses.


That should be a per level bonus since you can just plug in implants that do the same. Those 5% tracking enhancers for missiles will not turn the tide on anything. And that tracking computer thing with the scripts are just a little nicer standard crash boosters.

The values need to be returned to the values from Thursday so they might have an effect and for the Empress bring heavy missile values back to 2011 - they rest of the weapons have already surpassed them in power.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Soldarius
Dreddit
Test Alliance Please Ignore
#475 - 2015-06-29 14:05:58 UTC  |  Edited by: Soldarius
Kadesh Priestess wrote:
Soldarius wrote:
There is precedent to this value. 2 missile dps rigs (1 each of Bay Loading Accelerator and Warhead Calefaction Catalyst), give the same dps increase as a single Ballistic Control System II. Guess what that value is? 15% per rig.
t1 rigs are 10% and you can't fit 2 t2. Also 2 t2 would be much stronger than single BCS.


Dps rigs are indeed 10% bonus. Thank you for pointing out my error. But it doesn't really change anything. My point was that a single module has the same effect as 2 rigs. And the application and range rigs are all 15%. So the appropriate bonus for a scripted MGC should be 15% in each category. So 7.5% base.

http://youtu.be/YVkUvmDQ3HY

Kadesh Priestess
Descendance.
GoonSwarm.
#476 - 2015-06-29 14:15:01 UTC  |  Edited by: Kadesh Priestess
Soldarius wrote:
Kadesh Priestess wrote:
Soldarius wrote:
There is precedent to this value. 2 missile dps rigs (1 each of Bay Loading Accelerator and Warhead Calefaction Catalyst), give the same dps increase as a single Ballistic Control System II. Guess what that value is? 15% per rig.
t1 rigs are 10% and you can't fit 2 t2. Also 2 t2 would be much stronger than single BCS.


Dps rigs are indeed 10% bonus. Thank you for pointing out my error. But it doesn't really change anything. My point was that a single module has the same effect as 2 rigs. And the application and range rigs are all 15%. So the appropriate bonus for a scripted MGC should be 15% in each category. So 7.5% base.
wow u were fast with your edit, removed my response as well
Arthur Aihaken
CODE.d
#477 - 2015-06-29 14:36:24 UTC  |  Edited by: Arthur Aihaken
Soldarius wrote:
Dps rigs are indeed 10% bonus. Thank you for pointing out my error. But it doesn't really change anything. My point was that a single module has the same effect as 2 rigs. And the application and range rigs are all 15%. So the appropriate bonus for a scripted MGC should be 15% in each category. So 7.5% base.

This assumes that missile don't suck to begin with (they do), and that they have excellent damage application (generally they don't). The missiles (rockets, light missiles) that could potentially benefit from the original values of MGCs and MGEs are hampered by the fact that the small ships that utilize them are going to be hard-pressed to find either a medium or low slot. Thus, the only ships that can really take advantage of these are the ones that have the poorest damage application, ie: Battlecruisers and Battleships. And let's not forget the rumoured anti-missile EW module.

And to keep this thread on-track, can we please dispense with the off-topic change requests for Golems, target painters and similar non-relevant ideas?

I am currently away, traveling through time and will be returning last week.

Caleb Seremshur
Commando Guri
Guristas Pirates
#478 - 2015-06-29 14:49:00 UTC
They're a bit funny to use. I fit one to my tengu for pvp and couldn't really see the difference.
Arthur Aihaken
CODE.d
#479 - 2015-06-29 15:32:29 UTC  |  Edited by: Arthur Aihaken
A Comprehensive Missile Balance Package
(In addition to the proposed Aegis changes.)

Remove Kinetic Pigeon Holes
• Condor gets a +10% damage bonus to rockets and light missiles
• Buzzard gets a +5% damage bonus to rockets and light missiles
• Hookbill gets a +20% damage bonus to rockets and light missiles
• Hawk gets a 10% damage bonus to rockets and light missiles
• Corax gets a +5% damage bonus to rockets and light missiles
• Flycatcher gets a +10% damage bonus to rockets and light missiles
• Cerberus gets a +5% damage bonus to light, heavy and heavy assault missiles
• Onyx gets a +5% damage bonus to light, heavy and heavy assault missiles
• Rook gets a +7.5% damage bonus to light, heavy and heavy assault missiles
• Navy Osprey gets a +10% damage bonus to light, heavy and heavy assault missiles
• Drake gets a +5% rate of fire bonus to heavy and heavy assault missiles (it's already benefiting from the 5% heavy missile buff); this makes it comparable to the Raven in terms of relationship between Battlecruisers and Battleships.
• Nighthawk gets a +7.5% damage bonus to heavy and heavy assault missiles
• Tengu Accelerated Ejection subsystem gets a +5% missile damage bonus

Nerf Light Missiles; Buff Rockets; Buff Heavy Missiles; Buff Torpedoes; Buff Heavy Assault Missiles
• Swap the explosion velocity bonus between rockets (+20m/sec) and light missiles (-20m/sec)
• In addition to the 5% damage buff to heavy missiles, decrease the explosion radius on all heavy missiles by -5m and increase the explosion velocity on all heavy missiles by +10m/sec.
• All torpedoes receive a -33% reduction in explosion radius (which gives them slightly better damage application over cruise missiles)
• All heavy assault missiles receive a +20% increase to explosion velocity and -5m reduction in explosion radius

Nerf Bomber Capacity
• Reduce cargo capacity by 50-100m3 (torpedoes just received a huge volume reduction and their damage application is increasing quite significantly)

New Faction Missile Modules
• Mordu's Legion Ballistic Control System: 15% missile ROF, 7.5% missile damage
• Dread Guristas Ballistic Control System (updated): 12.5% missile ROF, 10% missile damage
• Mordu's Legion Missile Guidance Enhancer: 5% explosion velocity, 5% explosion radius, 15% missile velocity, -15% missile flight time
• Caldari Navy Missile Guidance Computer: 7.5% explosion radius, 7.5% explosion velocity, 7.5% missile velocity, 7.5% missile flight time
• Republic Fleet Missile Guidance Computer: 7.5% explosion radius, 7.5% explosion velocity, 7.5% missile velocity, 7.5% missile flight time
(At least the addition of Faction modules will offset the recent MGC/MGE 'nerf'.)

Mordus Legion Ship Changes
• All missile damage bonuses for Mordu's Legion ships change to ROF bonuses. This results in a slight nerf to the Orthrus when utilizing RLMLs and a slight buff to the Barghest when utilizing torpedoes or cruise missiles.

Missile Naga
• The Naga gets reverted back to a missile Battlecruiser (yes, it was a missile behemoth to begin with): 5% torpedo and cruise missile damage and 10% missile velocity per level.

I am currently away, traveling through time and will be returning last week.

Mario Putzo
#480 - 2015-06-29 15:58:31 UTC  |  Edited by: Mario Putzo
Soldarius wrote:
Kadesh Priestess wrote:
Soldarius wrote:
There is precedent to this value. 2 missile dps rigs (1 each of Bay Loading Accelerator and Warhead Calefaction Catalyst), give the same dps increase as a single Ballistic Control System II. Guess what that value is? 15% per rig.
t1 rigs are 10% and you can't fit 2 t2. Also 2 t2 would be much stronger than single BCS.


Dps rigs are indeed 10% bonus. Thank you for pointing out my error. But it doesn't really change anything. My point was that a single module has the same effect as 2 rigs. And the application and range rigs are all 15%. So the appropriate bonus for a scripted MGC should be 15% in each category. So 7.5% base.



This is correct, you should be getting a combined effect that represents one full rig, with the additional .5 of a rig being the benefit for using "fitting" room (CPU).

However i would take it one step further and actually just remove the Range benefit entirely to a second module. To me it seems like an unneeded adjustment for 1, and is probably the reason these modules look wonky numbers wise compared to TC's and TE's. This would give us 1 module type with the following.

7.5% ER and 7.5% EV

Scripted either
15% ER and 7.5% EV (100% increase to ER script)
7.5% ER and 15% EV (100% increase to EV script)

This allows a player to option between the 2 application variables depending on the nature of the engagement.

Is the target being measured in the Sig/ER calculation, use the ER script
Is the target being measured in the Speed/EV calculation, use the EV script.

This functions much more closely to TCs and TEs. In the sense

ER is your Missiles Optimal Range, the smaller the better
- The smaller the explosion radius the more likely a target is going to be hit by the "shockwave" caused by the missile
compared to TC the larger your optimal range, the more likely you are to score a hit vs a target
EV is your Missiles Tracking Speed. the larger the better
- The faster the "shockwave" moves the more likely a target is going to take damage inside the radius.
compared to TC the faster your tracking speed the more likely you are to score a more direct hit vs a target.


The other module of course would be for missile range.
7.5% Flight Time + 7.5% Velocity
15% Flight Time + 7.5% Velocity (100% flight time)
7.5% Flight Time + 15% Velocity (100% Velocity).

Granted in almost all situations people would just use 100% Velocity Scripts because you net the same benefit, and your missiles move faster. Which makes scripting kind of ineffective because there isn't a single time when Flight time would be better...Unless of course CCP also added in Missile Guidance Disruption, that cause missiles to get "lost" on route to a target thus reducing flight time, and making increasing of flight time more desired than increasing speed depending on the situation. Other options for disrupting the applied damage from missiles already exist, they are of course called After Burners Skirmish Fleet Boosts and Halo implants. But thats probably a discussion for another day.

In terms of the low slot function I would like to see

7.5% Application (I would go with ER) + 7.5% Range (I would go with Velocity)

Effectively represents .5 of 2 differing rig slot options, and allows a pilot to fit one to get a little taste from either of the midslot variants as well

The biggest strength of missiles is having a large engagement window, at the same time its weakness is less peak DPS applied at all ranges within this window. You should have the choice of either boosting your effective application in your current engagement range...or increasing your current engagement range while maintaining your application ratio...or use a low slot which provides a bonus to both ends, but not as effective as a dedicated rig slot or mid slot.